Hello Readers,
Fred here. Today we propose a special episode. At BTA we love to write about Flames of War and anything related (Team Yankee, Clash of Steel…). But we are also playing other miniatures games, and we seldom talk about them with you!
This article is dedicated to Star Wars Legion, with the will to connect it with our favorite game, FoW. Please feel free to return to your normal activity and see you next time for a fully BF’s game dedicated article … or stay with us to expand your horizon! Light speed on to a galaxy far far away, a long time ago…
Legion in Flames
Last season, on top of FoW, I managed to play decently to another game, Star Wars Legion (SWL). As the name suggest, SWL is set in the universe created by Georges Lucas in the 70s, where brave Rebels battle against the evil Empire, the Grand Army of the Republic wages war against the devious Separatists, and all brawling together. It’s a wargame, meaning miniatures toy soldiers fighting over table top filled with terrain, with rules guiding how they fight, points to balance the forces, and dice determining the actions results.
Aside obviously from the layout (Science Fiction vs “Historical-inspired”), here are the main differences this gaming system has with FoW :
– limited number of Rounds (5)
– both players always need to secure Objectives and do side missions (such as destroying targets, scouting the field…)
– alternated activations (each player activate one unit, then the opponent does the same, etc. until all units have played)
– almost all Units moving on the battlefield as part of their 1st Round
– limited number of actions per Unit (2, unless exception)
– Command Cards determining priority and boosting your army.
Can the same be used in FoW ? Not entirely.
Main difference is players activating their units alternatively. FoW is an older style of wargame, where one player uses all its toys at once, then up to its opponent. But for the Assault phase, there is no interaction within a player’s round. Turning it into a full alternated activation game would imply significant changes in the gameplay (something that I would have like to be tested in Clash Of Steel (CoS) as the only actual thing preventing it in FoW is Assault, absent in CoS).
For the rest… why not? Pre-setting a number of rounds is already in Covering Force, and more generally inherent to the other missions (where you are limited by both time and opponent’s force). Deviating from purely taking Objectives and having side missions could be an interactive new way to play FoW. Also, having a limited number of actions offers an interesting layer of gameplay, with players choosing what they really want to do and speed up games. Both players having the majority of their force coming from outside the battlefield would allow quite a dynamic game and save time with deployments. Eventually, Command Cards system, even if timing differs, is somehow what we see in FoW with armies being tailormade to players’ wishes and will to play their troops.
Do I want FoW to turn into SWL? Of course not. I simply find interesting to study the many wargames around (Warhammer & Co (80% of the market), Bolt Action, A Song Of Ice and Fire, SAGA…), and see why they are successful and appreciated by players. And maybe have the game editor pick good ideas for their own game to improve it (version 5 anyone?).
War over the stars
The end of last FoW season (2023-2024) incidentally coincide with the new version of SWL. Updated rules, new missions, new format… It may not be a whole new game, but it’s surely a different one! It was hard to stay focused during ETC 2024 with a brand-new world opening…
Anyway, as soon the ETC was over, I jumped into this new edition as I had a major threshold: I managed to secure a Golden Ticket for French Championship, where the best players of SWL France compete! The tournament set on October 19th and 20th, so only a couple of weeks to prepare, with new mechanics to learn (while also exploring Mid War for FoW… stay tuned for future articles on the topic soon!).
The first hurdle was to try assimilating all the new data coming out of this edition. The game is more brutal, with a speedy scoring pattern for which both sides need to commit hard and fast (a bit like Clash of Steel). Second would be to have a somehow clear vision of the meta, to know what is working and not working given the game conditions, and adapt. Last will be to pick a force from my collection to compete with the best there is in France and not be ridiculous!
As an attrition player, I was happy to have spent last FoW season toying on a different pattern. Having a careful and secure approach is still possible in SWL, but maybe not the way to play it right now. Also, it may not be how I want to play wargames currently, both in FoW and SWL. What last season (and ETC) shown is playing a bit more (…) aggressive is also cool. Fast and tense games are opposite to slow and secured, and both are entertaining. The ingredients are, of course, fairly different.
I most of the time played attrition while defending, using my troops in delaying tactics and chipping damages on opponent’s attacking force to cripple its ability to reach my line in force, then use my defense lines to counter its battered push. On the contrary, I played full commitment while attacking, using my force to put massive pressure on opponent’s line, exploiting gaps and seizing initiative, wreaking havoc to secure objectives. Same in defense, finding the right moment to counter push massively to change the battle economy. Anytime it didn’t work (Draw instead of Win), it was because commitment was not total.
I own 2 armies for SWL: Republic and Empire. Republic is currently the most secure and easiest force of the sandbox right now, and perfect to play safely, soaking up tons of damages and inflicting many, giving a great control over the board, completing all missions against all possible opponents. Most competitive choice would be to pick them. However, I both wanted a challenge and to play aggressively. The former because I see my margin of progression in SWL much bigger than in FoW, the later because it suits how I like to play right now. So I picked Empire, not the best choice, but one that currently fits my current gaming needs.
Come to the Dark Side, we’ve got cookies
As per every new edition of any decently designed game, SWL new version offers tons of new possibilities to players. It would be impossible to explore them all in due time, so I focus on the concept I want, an approach fairly similar to FoW. Knowing I aim at playing fast and pressuring, relentlessly pushing for the objectives, setting the tempo of the game, I restrain my choice between force wielder laser sabers bearers (Darth Vader and its court), oppressive Bounty Hunters (Boba Fett and co’), cunning special forces (Iden Version, Inferno Squad, ISF, Death Troopers, Scouts), and speedy vehicles (Jetbikes, AT-ST). Deciding I wouldn’t have the luxury to try and test many combos (notably ones based on Heroes), I picked a straightforward force based on vehicles and special forces. No shield, all guts, Tie Fighter pilot motto.
Tempest Force represents the Empire troops on Endor aimed at repelling the Rebels attack on the Death Star shield generator lead by Princess Leia, Han Solo, Luke Skywalker and Chewbacca. Unfortunately for the bad guys, the Emperor forgot about the cute inhabitants of Endor, the Ewoks, who helped our heroes completing their mission, lowering the shield so as for the Rebels fleet to destroy the space station. I thus picked a consistent crew of expensive yet powerful vehicles (AT-ST) with deadly firepower and somehow good resilience if they don’t face AT weapons, backed up by speedy motorbikes and elite yet fragile special forces. And of course the ever present Stormtroopers, not quite the top of their class but compulsory.
The force relies on its core (the AT-STs) to absorb the majority of enemy heat and deliver deadly firepower, while the quick and nimble jetbikes use mobility to strike where opponent is weaken. The whole being backed up by utilities in the form of the Scout Troopers, who can only fight short range and melt as soon as opposition is too strong, as well as the compulsory Stormtroopers to hold a backfield objective.
Comparing with FoW, let’s consider I play Americans, having 3 big units of Sherman geared up and 2 small units of nimble Stuart coupling their offensive, all of them acting as a strong projective task force, with the Infantry protecting their relentless advance in picking up what delays them as well as securing the ground gained. It plays similar to a FoW Armored Fist concept, using mobility to push into the weak spot of the enemy line, firepower to break opposition, and speed before the opponent can gather enough strength to react. Despite the apparent resilience of the AT-ST, same as in FoW, if the opposition is well anchored and prepared, they will be vanquished before completing the mission. Contrary to FoW, I don’t have protective tools such as “Smoke B.” to cover my advance and negate the field, nor do I have reliable close combat specialists. It really feels like a glass canon army, which will live on its capacity to pick the right fights and win them quickly, and die if choices are wrong, execution is poorly made, or opposition too strong. Last difference with FoW: if the plan doesn’t work, there is no “securing the draw” option. In SWL, you either win or lose.
Setting your mind, you must
Eventually, I was quite happy with what I bring to the competition. I knew full well it wasn’t the best list around. It’s not even “meta”. But one thing I’ve learned from years of wargaming competitions is the best way to spend a nice weekend is to play with something you like and are comfortable with. The build is in line with how I want to play this game now, offers challenges (both for me and my opponents), and will allow for tense games up until the last dice drop.
As wrote previously https://breakthroughassault.co.uk/flames-of-war-tactica-turn-0-part-1/ regardless of your system, setting your mind is a must do prior to any game. We all have limited time allotted for gaming, and out of respect for you and the persons you will play with, it is key you are in the right mood for the event you attend. Having a quick FoW tanks vs tanks battle around a beer is a better rewarding social experience than a tournament final. Yet, surely if you like to play fully historical red vs blue on purely amicable basis, maybe ETC is not for you. SWL, FoW… same fight.
As per setting expectation, I didn’t lie to myself: France has one the toughest playing community of SWL, the French team is reigning World Champion, several players are either Top 10 world or contenders for it, and all the 56 “masters” attending the championship earned their ticket by performing well in qualifying tournaments. I merely started the game 18 months ago, in a middle of complicated Real Life, while also trying to perform well in FoW. Besides, the tournament guarantees 6 games for all, but should you want to reach quarter final on Sunday (top 8), you need to win all your games on Saturday (and win all 6 games to claim the title). Loser goes out of the race.
As such, it would have been foolish of me to set an unreachable goal, and I decided to approach this event very smoothly. I had less than 10 preparing games for the event, I knew my list had weaknesses (notably against the Republican Clones and melee Units), I didn’t aim for Top 8 or else. Let’s take this long week-end gaming by practicing and learning, and if luck and talent allow, aim for more competitive goal on Sunday.
Should I managed to reach the Quarter Finals, I guess my mindset would change a bit to match the same I did with the qualifier in April. Back then, the tournament was filled with talented players, most of whom have better experience of the game and knowledge of its subtilities. The first game put me in the ropes from the start by I managed to claim victory from the teeth of defeat by refocusing. Second game was applying the plan by the book and it worked. Third game had me being not focused enough and letting the victory slip. I came back on Sunday to face a World Champion team member and plaid the game like it was my last: my opponent gave me hell, I had to push deep on my resources, and eventually I won. Last game was against what should have been the tournament winner with a perfect list and terrific competition so far; once again a tremendously hard game where I had to give all I got (and beyond) to clinch victory. And the ticket.
Here, my goal was trying to secure at least 2 wins in Saturday, and 3 wins total during the weekend. Not impossible, but for sure complex. Anything on top, it’s all bonus.
That’s it for today, you had my Turn 0 and more.
Next time I will debrief the tournament.
Knowledge is power: share it widely!
Fred